Most of this function was just calling
intel_renderbuffer_update_wrapper(), which was called immediately
afterwards in the only caller.
NOTE: This is a candidate for the 8.0 branch.
A pure swrast-allocated buffer gets an irb of NULL, so we segfaulted
in the clear-accum test. Just look at the swrast renderbuffer pointer
for handling swrast rbs.
When the framebuffer has separate depth and stencil buffers, and HiZ is
not enabled on the depth buffer, mark the framebuffer as unsupported. This
happens when trying to create a framebuffer with Z16/S8 because we haven't
enabled HiZ on Z16 yet.
Fixes gles2conform test stencil8.
Note: This is a candiate for the 8.0 branch.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=44948
Reviewed-and-tested-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed--by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
This fixes accum buffer operations. The accumulation buffer is the
only malloc-based renderbuffer for the intel drivers.
v2: apply x/y offset to returned pointer
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: Eric Anholt <eric@anholt.net>
Replace target, level parameters with gl_texture_image.
Add gl_renderbuffer parameter to indicate source buffer for the copy.
This removes some redundant code in the drivers to find the source
renderbuffer and the destination texture image (which we already had
in _mesa_CopyTexSubImage).
Signed-off-by: Brian Paul <brianp@vmware.com>
All the operations were just trying to get at irb->wrapped_depth->mt,
which is the same as irb->mt now.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
gen7 only supports the non-packed formats, even if you associate a
real separate stencil buffer -- otherwise it's as if the depth test
always fails.
This requires a little bit of care in the match_texture_image case,
since the miptree format no longer matches the texture image format.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
There were only two places it was really used at this point, which was
in the batchbuffer emit of the separate stencil packets for gen6/7.
Just write in the ->stencil_mt reference in those two places and ditch
all this flailing around with allocation and refcounts.
v2: Fix separate stencil on gen7.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Now that we have miptrees for everything, we can more easily test for
!has_separate_stencil completeness. Also, test for whether the
stencil rb is the wrong kind of format for separate stencil, or if we
are trying to do packed to different images of a single miptree.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Now there's the thing that CALLOCs and sets up window system vtable,
and the thing that CALLOCs and sets up user renderbuffer vtable. The
user renderbuffer vtable gets replaced later by
intel_renderbuffer_update_wrapper for wrapped renderbuffers (things
with name == ~0).
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We were doing it in the caller in the renderbuffer code, but it was
missed in the separate stencil creation for textures. Apparently our
testing was using renderbuffers or pre-aligned sizes.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This used to be needed because irb->mt would be unset for fake packed
depth/stencil, but no longer.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Now that all RBs have miptrees, and miptree mapping covered these last
two code paths, consistently use them.
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Right now the fake packed d/s RBs are creating two sub-renderbuffers
with their own storage, and the hardware setup and the mapping code
have been explicitly referencing them. By setting miptrees on them,
we'll be able to make our renderbuffer code for fake packed
depth/stencil more consistent with all our other renderbuffers.
The interesting new behavior here is that there is now a mt with a
non-depthstencil format (X8Z24) that has a stencil_mt field
associated. This looks like it should be safe, and we'll need to be
able to do this for floating point depth/stencil as well.
We're going to want to reuse this logic in mapping of fake packed
miptrees wrapping separate depth/stencil miptrees.
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
I've never seen a use for the thread ID value, but knowing the format
being rendered is kind of a big deal.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We are already testing this if appropriate in
intel_validate_framebuffer (FBO completeness), so no need to avoid
attaching the texture to the renderbuffer here.
This causes MESA_FORMAT_R11_G11_B10_FLOAT to now be renderable as a texture
attachment on i965.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We don't want to go writing GetRow/PutRow for every format required by
GL 3.0, when it's very hard to get those functions called, and in
every case we want to make swrast do direct mapping through
MapRenderbuffer anyway.
This causes MESA_FORMAT_R11_G11_B10_FLOAT to be considered complete on gen6.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
For depthstencil renderbuffers, we were using separate stencil only if the
hardware required it. Since the performance gains from HiZ is so high, we
should always use separate stencil if the hardware supports it.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
When a depth texture is first attached to framebuffer, allocate a HiZ
miptree for it.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Add the following functions:
intel_renderbuffer_resolve_hiz
intel_renderbuffer_resolve_depth
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
This is required to correctly implement HiZ for mipmapped and
multi-layered textures.
v2: Accomodate refcount fixes in intel_process_dri2_buffer_*() that were
introduced in v2 of commit
intel: Replace intel_renderbuffer::region with a miptree [v2]
Reviewed-by: Eric Anholt <eric@anholt>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
For depthstencil textures using separate stencil, we embedded a stencil
buffer in intel_texture_image. The intention was that the embedded stencil
buffer would be the golden copy of the texture's stencil bits. When
necessary, we scattered/gathered the stencil bits between the texture
miptree and the embedded stencil buffer.
This approach had a serious deficiency for mipmapped or multi-layer
textures. Any given moment the embedded stencil buffer was consistent with
exactly one miptree slice, the most recent one to be scattered. This
permitted tests of type A to pass, but broke tests of type B.
Test A:
1. Create a depthstencil texture.
2. Upload data into (level=x1,layer=y1).
3. Read and test stencil data at (level=x1, layer=y1).
4. Upload data into (level=x2,layer=y2).
5. Read and test stencil data at (level=x2, layer=y2).
Test B:
1. Create a depthstencil texture.
2. Upload data into (level=x1,layer=y1).
3. Upload data into (level=x2,layer=y2).
4. Read and test stencil data at (level=x1, layer=y1).
5. Read and test stencil data at (level=x2, layer=y2).
v2:
Only allocate stencil miptree if intel->must_use_separate_stencil,
because we don't make the conversion from must_use_separate_stencil to
has_separate_stencil until commit
intel: Use separate stencil whenever possible
v3:
Don't call ChooseNewTexture in intel_renderbuffer_wrap_miptree() in
order to determine the renderbuffer format. Instead, pass the format as
a param to that function.
CC: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
This is in preparation for properly implementing glFramebufferTexture*()
for mipmapped depthstencil textures. The FIXME comments deleted by this
patch give a rough explanation of what was broken.
This refactor does the following:
- In intel_update_wrapper() and intel_wrap_texture(), change the
parameters to prepare to remove functions' dependency on
gl_texture_image.
- Move the call to intel_renderbuffer_set_draw_offsets() from
intel_render_texture() into intel_udpate_wrapper().
Each time I encounter those functions, I dislike their vague names.
(Update which wrapper? What is wrapped? What is the wrapper?). So, while
I was mucking around, I also renamed the functions.
v2:
In addition to the ``GLenum internal_format`` parameter to
intel_wrap_miptree(), add a ``gl_format format`` parameter. This
removes the need to recalculate for the true format from
internal_format with ChooseNewTextureFormat, which was just weird.
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Since the renderbuffer tracks the miptree level and layer that it wraps,
the 'tex_image' and 'zoffset' params are no longer needed to calculate the draw
offsets.
Not only are they no longer needed, but their presence would prevent
calculating the renderbuffer draw offsets in situations where there were
no texture image. Such situations will occur during the HiZ meta-op and
during scatter/gather of separate stencil textures.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
TODO: Make v2 for kwg.
Add two fields to intel_renderbuffer:
mt_level
mt_layer
Multiple renderbuffers may simultaneously wrap a single texture and each
provide a different view into that texture. [Consider
glFramebufferTextureLayer()]. The new fields indicate which slice of the
miptree is wrapped by the renderbuffer.
The buffer resolve operations, to be introduced in the future, require
these fields in order to resolve the correct slice in the miptree.
To add the fields, it was necessary to replace the type of some function
parameters from gl_texture_image to gl_renderbuffer_attachment.
v2: [kwg] Replace confusing condition `CubeMapFace > 0` with the more
sensible `Target == GL_TEXTURE_CUBE_MAP`.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Essentially, this patch just globally substitutes `irb->region` with
`irb->mt->region` and then does some minor cleanups to avoid segfaults
and other problems.
This is in preparation for
1. Fixing scatter/gather for mipmapped separate stencil textures.
2. Supporting HiZ for mipmapped depth textures.
As a nice benefit, this lays down some preliminary groundwork for easily
texturing from any renderbuffer, even those of the window system.
A future commit will replace intel_mipmap_tree::hiz_region with a miptree.
v2:
- Return early in intel_process_dri2_buffer_*() if region allocation
fails.
- Fix double semicolon.
- Fix miptree reference leaks in the following functions:
intel_process_dri2_buffer_with_separate_stencil()
intel_image_target_renderbuffer_storage()
v3:
- [anholt] Fix check for hiz allocation failure. Replace
``if (!irb->mt)` with ``if(!irb->mt->hiz_region)``.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Move the following inline functions:
intel_get_rb_region
intel_framebuffer_has_hiz
A future commit will replace the renderbuffer's region with a miptree.
This small refactor will eliminate the need for intel_fbo.h to include
intel_mipmap_tree.h on that commit. I'd like to avoid the situation where
each header transitively includes every other header.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
A great refactor thrashing begins after this commit for HiZ and separate
stencil. Removing code for texture HiZ will make that refactoring easier,
because then we don't have to maintain that code during the refactor.
To disable HiZ for textures, I've removed the hook in
intel_update_wrapper() that allocates a HiZ buffer when attaching a depth
texture to a framebuffer.
HiZ was broken for textures anyway, so there's no regression here.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
The function gathered the stencil buffer into the depth buffer only when
the map mode contained the read bit. But we must do the gather even if the
map mode is write-only. If we do not, then, when the depth buffer's stencil
bits are scattered into the stencil buffer by intel_unmap_renderbuffer(),
some of the scattered stencil bits would be invalid.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
When calculating the y offset needed for detiling window system stencil
buffers, replace the term
region->height * 2 + region->height % 2 - 1
with
rb->Height - 1 .
The two terms are incidentally equivalent due to some out-of-date,
incorrect code in the Intel DRI2 glue for DDX. (See
intel_process_dri2_buffer_with_separate_stencil(), line ``buffer_height /=
2;``).
Note: This is a candidate for the 7.11 branch (only the intel_span.c hunk).
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
For a depthstencil buffer with separate stencil,
intel_renderbuffer::region is null. (The regions are kept in hidden depth
and stencil buffers). Since the region is null, intel_map_renderbuffer()
assumed there was no data and returned a null map pointer, which in turn
was dereferenced (!) by MapRenderbuffer's caller.
This patch fixes intel_map_renderbuffer() to map the hidden depth buffer
through the GTT and return that as the mapped pointer. Also, the stencil
bits are scattered and gathered when needed.
Fixes the following Piglit tests on gen7:
fbo/fbo-readpixels-depth-formats
hiz/hiz-depth-read-fbo-d24s8
hiz/hiz-stencil-read-fbo-d24s8
EXT_packed_depth_stencil/fbo-clear-formats
EXT_packed_depth_stencil/fbo-depth-GL_DEPTH24_STENCIL8-blit
EXT_packed_depth_stencil/fbo-depth-GL_DEPTH24_STENCIL8-drawpixels
EXT_packed_depth_stencil/fbo-depth-GL_DEPTH24_STENCIL8-readpixels
EXT_packed_depth_stencil/fbo-depthstencil-GL_DEPTH24_STENCIL8-readpixels-24_8
EXT_packed_depth_stencil/fbo-depthstencil-GL_DEPTH24_STENCIL8-readpixels-FLOAT-and-USHORT
EXT_packed_depth_stencil/fbo-stencil-GL_DEPTH24_STENCIL8-readpixels
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
If a window system stencil buffer had a region with odd height, then the
calculated y offset needed for software detiling was off by one. The bug
existed in intel_{map,unmap}_renderbuffer_s8() and in the intel_span.c
accessors.
Fixes the following Piglit tests on gen7:
general/depthstencil-default_fb-readpixels-24_8
general/depthstencil-default_fb-readpixels-FLOAT-and-USHORT
Fixes SIGABRT in the following Piglit tests on gen7:
general/depthstencil-default_fb-blit
general/depthstencil-default_fb-copypixels
general/depthstencil-default_fb-drawpixels-24_8
general/depthstencil-default_fb-drawpixels-FLOAT-and-USHORT
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
When gathering the temporary buffer's pixles into the gem buffer, we had
the two buffers juxtaposed. Oops.
Fixes the following Piglit tests on gen7:
general/GL_SELECT - alpha-test enabled
general/GL_SELECT - depth-test enabled
general/GL_SELECT - no test function
general/GL_SELECT - scissor-test enabled
general/GL_SELECT - stencil-test enabled
Fixes SIGABRT in Piglit tests EXT_framebuffer_object/fbo-stencil-* on
gen7.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
The function already implements 3 cases (map through GTT, blit to
a temporary, and detile stencil buffer to temporary), and a 4th will be
added soon: scatter/gather for depthstencil buffers using separate
stencil. For sanity's sake, this factors each case out into its own
function.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>